Love the changes, love the art, love the fact that the old cards get to live on in Wild.
Given the board-focused nature of Barrens, I think some people might be surprised at how relevant these cards will be. Not necessarily top-tier cards, but perfectly adequate for the Core set.
So ... OBVIOUSLY ... and I don't know why I should even have to point this out ... you hold on to this until AFTER Neeru Fireblade is already in your hand. Why do n00bs always act like there's some rule that says you have to play every card as soon as possible?
I'm not saying this will be a great archetype. In fact, it still seems very meme-y to me. But it's definitely starting to feel like it could work.
And for the record, I love that it destroys combos. Every time a combo deck goes down in flames, an angel gets its wings.
There are a lot more payoffs for hand-buff now than there were back in the Mean Streets of Gadgetzan days. Any minion with Frenzy or Rush (or both) is going to benefit immensely from something like this. I can see it being played in both midrange and control.
It's a little slow for what it does, but the value is undeniable.
Unfortunately, the current Weapon Rogue is losing almost nothing, and I don't see this bumping any existing cards out of their slots.
If SSS gets nerfed to oblivion (which it probably should), maybe we switch to the pig tooth or even Assassin's Blade (or both), in which case we'll probably need to pack more poisons. But I don't imagine that nerf will happen soon enough.
It's just 2 mana. I don't know what you guys are expecting from it, but what it does is definitely worth 2 mana.
Every card doesn't have to kill something to be worth playing. If this were a 2-mana 4/4 that read "Battlecry: Deal 3 damage to a minion and reduce its Attack by 3," people would be wetting their pants over it. And that's exactly what it is when played against a 5/5.
Plus, it's yet another ranked spell in disguise. Cheap, always worth playing (assuming there's a target), but gains more and more value later in the game.
For the new tempo/midrange Priest archetype, this is excellent. It's the very definition of a tempo play -- big stat shift for low mana cost.
Leave it to Warlock to be first in line with a weird alternative win condition.
There are a LOT of taunts and board clears in the game this time around, so imps are not beating that. It's too slow to beat aggro. I have to wonder what kind of opponent this thing is meant to beat. I feel like we're just going to have to wait for a memer to get lucky and watch it play out on YouTube.
Sorry, he might look interesting on paper, but in practice he's just a smaller, more awkward Mistrunner that requires you to blow your whole hand in one turn. Druid has better ways to generate stats, and if you're using him alongside those, he's just a winmore card.
Love the changes, love the art, love the fact that the old cards get to live on in Wild.
Given the board-focused nature of Barrens, I think some people might be surprised at how relevant these cards will be. Not necessarily top-tier cards, but perfectly adequate for the Core set.
This is a welcome change that makes a lot of sense for the direction they seem to want Rogue to take in Barrens.
However, I'm not sure it will be enough to force any changes in the current Weapon Rogue list.
If you think this is too expensive, you did not see the video.
This is not meant to be a finisher. It turns a fairly modest board of tokens into a trade-winning machine, especially when Solar Eclipsed.
One weakness of token decks has often been that the board can be easily cleared. This fixes that, and 4 mana is not too much to pay.
It's not that weird. You use it in a top-heavy ramp/control deck with lots of draw.
You will definitely win after playing this if you time it right.
Hear, hear!
It's been exciting to see some of these hinted ideas coming together. There's so much potential in Druid and Mage!
OMG Xyrella portrait so nice.
In a word: fluid.
No, Druids have regeneration magic. He pulled out his eyeballs and grew new ones that work better.
I usually want to play my Paladin secrets more deliberately, but it's hard to say no to free stuff!
So ... OBVIOUSLY ... and I don't know why I should even have to point this out ... you hold on to this until AFTER Neeru Fireblade is already in your hand. Why do n00bs always act like there's some rule that says you have to play every card as soon as possible?
I'm not saying this will be a great archetype. In fact, it still seems very meme-y to me. But it's definitely starting to feel like it could work.
And for the record, I love that it destroys combos. Every time a combo deck goes down in flames, an angel gets its wings.
That video was weird.
True of most 1-, 2-, or 3-Cost minions. Should we just stop putting those in our decks?
There are a lot more payoffs for hand-buff now than there were back in the Mean Streets of Gadgetzan days. Any minion with Frenzy or Rush (or both) is going to benefit immensely from something like this. I can see it being played in both midrange and control.
It's a little slow for what it does, but the value is undeniable.
Unfortunately, the current Weapon Rogue is losing almost nothing, and I don't see this bumping any existing cards out of their slots.
If SSS gets nerfed to oblivion (which it probably should), maybe we switch to the pig tooth or even Assassin's Blade (or both), in which case we'll probably need to pack more poisons. But I don't imagine that nerf will happen soon enough.
It's just 2 mana. I don't know what you guys are expecting from it, but what it does is definitely worth 2 mana.
Every card doesn't have to kill something to be worth playing. If this were a 2-mana 4/4 that read "Battlecry: Deal 3 damage to a minion and reduce its Attack by 3," people would be wetting their pants over it. And that's exactly what it is when played against a 5/5.
Plus, it's yet another ranked spell in disguise. Cheap, always worth playing (assuming there's a target), but gains more and more value later in the game.
For the new tempo/midrange Priest archetype, this is excellent. It's the very definition of a tempo play -- big stat shift for low mana cost.
Leave it to Warlock to be first in line with a weird alternative win condition.
There are a LOT of taunts and board clears in the game this time around, so imps are not beating that. It's too slow to beat aggro. I have to wonder what kind of opponent this thing is meant to beat. I feel like we're just going to have to wait for a memer to get lucky and watch it play out on YouTube.
Sorry, he might look interesting on paper, but in practice he's just a smaller, more awkward Mistrunner that requires you to blow your whole hand in one turn. Druid has better ways to generate stats, and if you're using him alongside those, he's just a winmore card.
Remember how the community stirred up a shitstorm over nothing and threw them into crisis mode for a couple of months?
It's kind of funny how they express disdain for labels as a means of making sure you know how to label them.
Swept back under her hair, probably. Just because you can't do it on your own WoW character doesn't mean it can't be done.